In a surprisingly sentimental message, the creator behind the original Resident Evil puts his personal touch on Capcom’s 2002 remake — which also appears in the HD Remaster. After completing the game, it’s possible to unlock a special note signed by Mikami, offering thanks and a few words on game development.

Save the day and leave no one behind in Resident Evil with these secret MO disk locations. Capcom’s HD Remaster might be a remake of a remake, pegging this guide squarely in the “far too late” category, but for those new and old players still searching the Mansion grounds we’ve got the step-by-step instructions required for unlocking RE1′s happiest ending.

To save Chris or Jill and get the best ending, your chosen S.T.A.R.S. member needs to find three MO Disks and place them in three readers. These items are always found in the same place in the mansion for Jill and Chris.

Insert all three MO Disks into the MO Readers listed below. After the fight with the Tyrant, go to the area downstairs from the boss arena to rescue your partner.

MO Disk Location #1: Activate the Tiger Statue in the Mansion’s West Wing with a Yellow Gem to get the first MO Disk. To get the Yellow Gem, go to the West Wing second floor door locked with the Helmet Key and take the Red and Yellow Gems from the mounted Tiger head.

MO Disk Location #2: Down in Basement 2 of the Lab, go to the hallway leading to the stairs entrance to Basement 3. Along the path there’s a room with the Laboratory Key item. Search the desk next to the room’s door to get the second MO Disk.

MO Disk Location #3: Starting from the desk where you collected Disk #2, enter the room with shelving units on the right side of the screen. That’s the final MO Disk.

The MO Readers are located in the Lab section of the mansion. Activate all three to save Jill or Chris — depending on who you’re playing.

MO Reader Location #1: All three MO Readers are located in Basement 3 of the Lab. Go through the locked door requiring the Laboratory Key. After crawling through the vent, use the first key on the computer terminal inside.

MO Reader Location #2: In the refueling room in B3, search the area opposite the refueling device for the second MO Reader.

MO Reader Location #3: After placing the fuel container, you’ll need to travel through an area to charge the elevator. Before getting to the elevator, look in the red room for the last MO Reader.

Even Resident Evil experts can use a refresher on the many unlockables available in Capcom’s huge survival-horror adventure.

Modes and guns return from the 2002 REmake along with updated costumes, including Chris and Jill’s Resident Evil 5 outfits. For those crazy enough to attempt it, there’s a mode making every monster invisible along with infinite ammo weapons to make life easier.

Work-In-Progress: We’re still working to see what’s new in Resident Evil HD Remaster. Let us know if there’s something we’re missing in the comments.

Resident Evil HD Remaster includes all the modes and weapons from previous versions. Check out the list below to see everything available.

Unlockable Modes

Once Again Mode:
Finish the story once.

Real Survivor Mode:
Finish the story once on Normal difficulty. All item crates are not linked in this mode.

Invisible Enemy Mode:
Finish the story with Real Survivor Mode activated. All enemies are invisible.

One Dangerous Zombie Mode:
Finish the story with Chris and Jill using the same save file. In this mode, zombified STARS member Forest Speyer appears with grenades strapped to his vest. Shooting him leads to an instant Game Over.

Unlockable Costumes

How to Change Costumes:
Complete the game while rescuing two STARS members. Once rewarded with a “special key” take it to the room with a locked door on the second floor of the main mansion. There’s a closet inside with hanging close. Interact to change outfits.

Alternate Costume #1 – Chris:
Finish the story once.

Alternate Costume #2 – Chris:
Finish the story twice.

Alternate Costume #1 – Jill:
Finish the story once.

Alternate Costume #2 – Jill:
Finish the story twice.

Unlockable Guns

Anti-Tank Rocket Launcher:
Finish the story on normal or harder difficulty in three hours or less.

Samurai Edge:
Finish the story on normal or harder difficulty in five hours or less.

Ingram:
Finish the story on normal or harder difficulty without saving.

It’s a slow time for games, but 343 Industries is keeping the Master Chief Collection updated with new content. Some of these multiplayer maps, included with DLC back during Halo 3′s original release, also include hidden skulls. These collectibles can only be reached in Forge mode, so get flying and hunt down goodies from times past with our updated locations guide.

Note: These special skulls were added in Title Update 2 for Halo: The Master Chief Collection. These can be collected in Forge Mode, giving you free reign to fly and check out areas you normally wouldn’t be able to reach.

Skull #1:

Map: Assembly

Location: Leave the bases and go to the center arena where there’s an alien tower with faceted pipes running from the outside into one of the bases smack in the middle of the map. Fly over and look on the lower pipe out of the two that meet in the center. The skull is on top of the pipe, right next to the tower.

Skull #2:

Map: Orbital

Location: Go to the middle of the base where there’s a bridge. Look for the numbered panels and a rocket launcher spawning point. From this bridge, look out at the silver wall on the opposite end. To the right of the wall, there are four dark black wall decorations jutting from the side with a single blue light on each. Fly to the top decoration to discover the skull.

Skull #3:

Map: Sandbox

Location: This one is tricky. The skull is hidden along the exterior walls in the distance. Go to the center of the map and fly upward. Face the setting sun, then swivel right. On the far walls, you’ll see huge towards. Look dead center of the two towers to the right of the sun — the skull is hidden in the sand over there. Normally you’ll die for exploring that far, so spawn in a pipe (or corner pipe) and hide inside while flying to shield yourself.

Skull #4:

Map: Citadel

Location: Travel to the center of the map where there’s a platform with a rocket launcher spawn point. From the center, go to the lower floor bathed in blue shadows and turn left. There are ribbed decorations running along the walls to the roof. Right before the tall decorative ribbing there’s a tiny vent containing a skull in the ceiling.

Skull #5:

Map: Heretic

Location: Go to the top center of the map, again, and look toward the blue base. There’s an archway entrance to the blue base with grey folded-open panels. The skull is visible from the top-center of the map, just fly onto the arch door to grab this skull.

Skull #6:

Map: Longshore

Location: Travel along the shore until you see an unreachable section of the structure with a cartoon whale printed on a billboard. The jutting building also has a grey silver vent snaking up the side. Activate forge and fly over to grab the hidden skull, nestled where the vents run into the building.

Capcom returns to its celebrated survival horror roots with the upscaled remake Resident Evil HD Remaster, bringing the original to current-gen consoles and PC. Along with the graphical updates, there’s also a range of achievements covering Jill and Chris’ adventure through the zombie-infested Spencer Mansion.

When originally released on Playstation 1, Resident Evil landed with serious acclaim that transitioned over to the Gamecube exclusive Resident Evil REmake. The series hasn’t focused on horror since the bombastic Resident Evil 4, though Resident Evil Revelations 2 looks like an earnest attempt to bring back some scares. However that turns out, we now have a shinier version of the first game in the series with a list of difficult achievements to obsess over.

Before digging into the next add-ons remove the HUD, take titled screenshots or carefully customize your FOV settings in Borderlands: The Pre-Sequel by activating the PC developer console.

It takes some text editing in the game’s installation files so, as always, follow these instructions at your own risk. With the warning out of the way, see how to enable with the full guide below. Opening the console is basically the same as in Borderlands 2. The games clearly share the same engine, but there are some changes to the file path and code detailed here.

The achievements for Far Cry 4 are available to peruse and they should look pretty familiar to veterans of the series. Even so there are plenty of changes to check out in Ubisoft’s next open-world FPS.

The highly-publicized rampaging elephants aren’t the only new addition, you’ll have beefed-up outposts called fortresses to contend with. Captured outposts aren’t safe anymore either thanks to retaliation convoys, and things get a little goofy with the addition of Kyrati Films challenges. With achievements related to the wingsuit, vehicle takedowns, and bomb defusals there’s a lot more to see. Keep scrolling down for the full list.

For those sensitive to mild plot reveals be warned! Spoilers ahead.

Take a trip back to familiar territory with our Far Cry 3 walkthrough, or see what kinds of secrets are buried under the island sands on the Far Cry 3 cheats list with achievement guides, Easter egg explanations, and way more.

Get two Easter eggs in one with the return of the Se7en reference from Borderlands 2. Tucked away in the Titan Facility, Borderlands: The Pre-Sequel brought back Gwen’s Head for another round of wrath. Even the special pistol returns. Check it out with the location guide right here.

Avid Easter egg hunters from Borderlands 2 should remember the Gwen’s Head Easter Egg, an homage to the movie Se7en. We thought Brad Pitt was done yelling “What’s in the box?” but the box isn’t done yet.

Gwen’s Head makes another appearance in Borderlands: The Pre-Sequel. Maybe this heralds the return of more famous Easter eggs from the king of hidden (and not so hidden) references — Borderlands 2. This isn’t just a reference to the film, it’s an homage to Borderlands 2. It’s a twofer.

How to Find the Se7en Easter Egg

Teleport to the Titan Industrial Facility entrance and run to the office where the player meets Gladstone.

Once inside, run over to a computer terminal near the covered windows in the same room. There’s a lockbox on the terminal.

Crack the box open! What’s inside? It’s Gwen’s Head! This time she’s got a space helmet on. It is the moon after all.

Opening the box rewards you with a unique pistol called “Smooth Gwen’s Other Head” — it fires two shots at once.

For those lucky few in possession of an Oculus Rift, you can now enable native support for Alien: Isolation — as if the game wasn’t scary enough. This advice comes from the awesome MikeofTheLivingDead on the NeoGAF forums, so please direct all your thanks to him. Just don’t get mad when an already scary game becomes downright panic-inducing in a VR environment.

The mystery continues as symbolic origami unicorns invade Sevastopol in Alien: Isolation thanks to the continuing authenticity experts over at Creative Assembly.

These guys didn’t just mine the original film for content, but broadened their search to director Ridley Scott’s classic filmography. Keep scrolling to find out more about this particularly cool, and numerous, Blade Runner Easter egg. Maybe androids and replicants aren’t so different after all?

Dig deep with GameFront as we provide the latest awesomely informative links on the Alien: Isolation cheats compendium, where all the extra articles get linked up for easy browsing. And don’t miss the Alien: Isolation video walkthrough to experience all the story’s terrifying highs and nervous lows from the safety of your computer screen.

Blade Runner Origami Unicorn Easter Egg

Creative Assembly aren’t just Alien fans, but Ridley Scott fans too. Alien might be the director’s best space-faring horror film, Blade Runner is another classic that came out way ahead of it’s time.

To prove their film buff status, the developers dumped tons of the metallic origami unicorns across the retro futuristic halls.

The origami unicorns appear, most memorably, as a gift from officer Gaff at the end of Blade Runner. What it all means is up to you, we’re just here to show you how to find the things.

Where to Find the Origami Unicorn

There are Origami Unicorns all over Alien: Isolation. The employees on the Sevastopol must be avid Blade Runner watchers, because they’re everywhere. Find it too with these quick instructions.

In the second mission, after boarding and entering Sevastopol station you’ll need to check in with an android in an office behind glass. From here, go down the steps and swivel right and look on the bench. There you have it!

The tiny memento is near a child’s drawing, but these things appear all over the place. Look in cubbies, on desks, or anywhere chotchkies are kept.

If you’re a fan of Ridley Scott’s original Alien, and really aren’t we all here, you’ll want to keep an eye out for these special Nostromo Logs hidden throughout Alien: Isolation. Amanda’s goal on the Sevastopol station is to learn what happened to her mother’s fated journey on the Nostromo from the original film.

Take a guided tour though the derelict Sevastopol in our Alien: Isolation walkthrough and survive the Xenomorph onslaught. For more collectible locations, Easter eggs, or secrets check out the Alien: Isolation cheats compendium where we keep an updated list of the latest extra articles for this sci-fi survival horror FPS.

Nostromo Logs Collectibles Locations Guide

Work-In-Progress: Check back soon for new updates.

Mission 4

Log #1: The first Nostromo Log is found near the end of Mission 4, inside the Relay Facility room. Search around the outer wall to find a cart with a terminal parked in one corner. Access it to get this special log with the original cast of Alien.

Mission 10

Log #2: Stepping off the train to the Engineering Deck, enter the Workplace Solutions area. At the top of the stairs enter the first door on the left. Hack the door once you get the right upgraded tool, then check the terminal in the back left corner.

Mission 12

Log #3: Just as the mission starts, Amanda exits the train at the station. Go up the stairs and use the torch to get through the locked doors to the medical facility. Inside, stick to the left wall. Go through the left door and look past the counter for another locked door. Open it by cutting the panel with the Plasma Torch. The log is inside the small office, on the desk.

Mission 15

Log #4: Just as Amanda enters the Medical Facility, she’ll be faced with a lobby on fire. Turn right and go through the Service Elevator door. In the dark hallway, look right and enter the Research Laboratory. Cut the door open, and watch out for gas. The log is to the right.

Mission 16

Log #5: Before the end of the mission, travel to the Lorenz Systech Spire area and reach the Server Hub Reception section of the zone. In the lobby, go through the Server Control door to the left of the front desk to find the Server Farm door. Next go to the Server Control, then look right for a room filled with poison gas. The Nostromo log is inside.

Log #6: Next, travel to Gemini Exoplanet Solutions through the Lorenz Systech lobby second floor. Get to the Ore Processing room with the ladder near a Save Station. Go up the ladder and open the door on the right. Open the door on the left inside with the Plasma Torch.

Log #7: It’s a long trip now — go back to Seegson Synthetics in the SciMed Tower and work your way to Synthetic Storage. Take the ladder up inside the hall, then turn around to find an open room filled with killer gas. Now that you have the gasmask, walk inside and grab the log on the back wall.

Log #8: While you’re in the SciMed Tower, go to the Engineering section on the Maintenance Deck. In the Workshop, there’s a level three locked door in the back corner. Hack it open and you’ll find the Nostromo log inside.

Mission 17

Log #9: In the large second room of the mission, you’ll need to use the darkness to avoid the alien prowling around. In the center of the room, there’s a windowed control room — get there. Through the door along the right wall you can access the log.

Log #10: Leaving through the Departures zone and getting into the Passenger Lounge, go down the stairs on the left, then circle around to the side room on your right at the bottom of the steps. Torch open the switch cover near the door to get inside and grab the last Nostromo log.

Take an inventory of the lost by finding Sevastopol personnel ID tags, scattered around the station and just waiting to be collected in Alien: Isolation. Death is around every corner, so it’s only natural there are plenty of the dead too. All those anonymous corpses have names, so learn a little about these people and unlock some achievements along the way. Just keep scrolling to find our locations guide.

Take a guided tour though the derelict Sevastopol in our Alien: Isolation walkthrough and survive the Xenomorph onslaught. For more collectible locations, Easter eggs, or secrets check out the Alien: Isolation cheats compendium where we keep an updated list of the latest extra articles for this sci-fi survival horror FPS.

ID Tags Collectibles Locations Guide

Work-In-Progress: Check back soon for new updates.

Mission 2

Tag #1: Z. Watson – Found on the dead worker inside the maintenance room, right next to Archive Log #14. Find it after dropping down from the open ceiling vent when you’re forced to crawl through.

Tag #2: A. Fielding – Once Amanda meets up with Axel in the Freight Shipping area, enter the conjoining chamber to the left on the map. From the door, look left for an open vent with spinning fan inside.

Mission 3

Tag #3: A. Hutchison – Entering the large room with the suspended old satellite, look directly below the hanging technology in the center of an octagon shaped desk. The tags are just beneath an audio log.

Tag #4: C. Ward – Moving on to the bright white office with computer terminals overlooking curved windows, you can swivel right into a dark hallway. Crack open the locked door and go down the few steps. There’s another desk to your right. There are some papers and a second tag here.

Tag #5: J. Williams – Reaching the objective in the Works Archive room, a door will unlock over in Tech Support. Just north of this area is a hallway. Enter the office on the right going up through the hall. Look on the white computer terminal desk for another tag.

Mission 4

Tag #6: T. Curwen – After getting the motion tracker and sneaking through a vent, you’ll drop down into a hallway and get the objective to find an elevator. Enter the room on the left, and go up the stairs inside. Ahead of the steps there should be a window where an android patrols. Turn right and look on the desk to get the tags.

Tag #7: D. Turner – In the hallway just above the Internal Communications room there’s rewire station across from a locked door. Use the station to activate the door, then go through the room to the left and access a maintenance closet. The I.D. is on the floor inside.

Tag #8: P. Brophy – From the maintenance room, turn around and stick to the left wall. There should be a vent nearby. Crawl inside and you’ll exit out into a locked office with a terminal ahead. Look on the desk to the right of the terminal to grab a tag next to a piece of paper.

Tag #9: T. Armer – At the end of the mission you’ll have to dodge androids while heading back to the start. Stop in the Relay Facility room and look on the back right surface around the center hub on the lower floor.

Mission 5

Tag #10: E. Koorlander – At the start of the mission Amanda’s tram will stop at the station. Just as you walk through the doors, look on the benches to the left.

Tag #11: F. Whitechapel – Reaching the doctor’s office waiting room, look for a vent on the right. Crawl inside, take the first right, then look on the desk inside the patient room to get this tag.

Tag #12: C. Burrows – At the medical facility, move to the Day Room and look down the hall left of the Staff Quarters. There’s a small room with a dead body inside. The tag is at the body’s feet.

Tag #13: T. Miller – After leaving behind a terminal, the objective to find a keycard should pop up. Down the hall, the alien will appear from the ceiling and move away from Amanda. Swing left to reach the Nurse Station. Input the code (1702) to find the tag on a desk near the storage.

Tag #14: L. Tart – Moving forward and unlocking the mission critical keycode door (1702) you’ll reach a hall with a map terminal on the right wall. Go to the Staff Quarters all the way down to the break room. To the right of the circular staff table there’s a surface with the tag.

Tag #16: C. McCormack – After collecting the stun baton and completing the cooling quest, leave to enter the Cold Chamber with frozen bodies in bags. Look for an open shelf in the wall containing this tag.

Tag #17: A. Sawers – Going through the locked door with the wheelchair-bound boy on the other side, move down the right side and stick to the left wall as you move. Eventually you’ll reach a door leading into a ruined room. Look on the desk to get the tag.

Tag #18: K. Neville – Get to the Operating Theater and look at the shelves hanging from above. One of these has a tag hidden inside.

Mission 7

Tag #19: O. Sans-Gomez – Dropping down from the vent, there’s a sign signifying the Sevastopol SciMed entrance. Keep moving straight ahead down the hall to spot a bloody body. The tag is right next to the corpse.

Tag #20: N. Brunswick – Go to the office in Synthetics Storage. There’s a dead body laying on the floor with a tag to the right of a plot-critical computer.

Mission 8

Tag #21: K. Clarke – Right near the start, you’ll enter a large un-lit control room area with banks of terminals. Go to the lower rung and look under the office chairs on the floor in the back right corner.

Tag #22: V. Nash – Progressing through the level, you’ll need to enter a vent and climb down a ladder that exits into a room with several desks. To the right there’s an Audio Log, and in the back right corner you’ll be able to collect the tag on the counter.

Tag #23: K. Lingard – Moving through the halls of the station, you’ll need to return to the office at the end. Instead of going there, take a left instead of right through the hallway. Stick near the left wall, and look on the bench after climbing a few steps to get the last tag in this mission.

Mission 10

Tag #24: W. Woodbury – From the flamethrower room, turn left and enter the other side of the interview room. There’s a tag resting near the one-way glass.

Tag #25: R. Tafler – Navigating the halls, eventually you’ll need to enter Seegson Security through the shared Tech Support sector. As you go through the hallway and enter the office, turn left to a smaller hall with a dead body. Turn left through the open doorway and look near the second corpse for his tag.

Tag #26: C. Gascoyne – Initiate the lockdown and enter the Server Farm room later in the mission. Go through the hall, enter the work area with the red device, and enter the left doorway. Inside there’s a blueprint with the tag on a desk.

Tag #27: K. Lenton – Continue into the mission until you come across a ladder leading up next to a Save Station. Going up the ladder, turn left to enter a room with a security camera. The breaker switches are just ahead. To the right of the switches is a vent with a dead body around the corner. Look around his hands to get the tag.

Tag #28: P. Ryniak – Enter the Decontamination Room hallway right before the end of the mission. There’s a small room with a survivor and a computer inside. Look to the left of the human to spot a tag on the bed.

Mission 11

Tag #29: B. Hymers – After leaving the bar through a vent, immediately turn around and look on the desk with a lamp illuminating the tag near a covered computer.

Tag #30: G. Ramsey – Go to the upper level rectangular hallway south of the Bunk House Hotel on your map. In the lower corner, near the closed shutters to the concourse, there’s a tag on the benches.

Mission 12

Tag #31: B. Bullock – Once you reach the Synthetics Reclamation area, continue along the curved hallway to an unnamed office room with four desks. The tag is on the back left desk inside.

Tag #32: J. Mitchell – Past the Showroom in the Seegson Synthetics building, go through the door beside the Sales Agreements desk. Go to the office in the back and look in the back corner for a Save Station. Under the desk nearest to the save point you’ll find a tag on the floor.

Tag #33: E. Hampton – Enter the Implant Ward to reach an area with androids on beds. There are three identical rooms down a path like this. Get to the third room down the line and enter the office. Crawl inside the floor vent here. Go toward the bright security grid and turn left to find this hidden tag.

Tag #34: E. Guevara – Once power is restored to the area at the end of the mission, leave the scanning room through the right door and circle around to a previously locked office. The door should now open with a tag under the desk.

Mission 13

Tag #35: J. Shotliff – Enter the Apollo Transit Security office at the start of the mission and check the desk with the computer terminal.

Tag #36: K. Hussein – Entering the Right Hemisphere Servers section, go through the first door on the right. Grab the gasmask, then go to the Left Hemisphere Controls. Enter the first door on the left, and look on the cabinets in the back for a tag.

Tag #37: G. Spedding – Starting from the Left Hemisphere Server Room, go through the left yellow door, then turn right into a control room with two blueprint tables. On the back computer bank full of controls, there’s a tag beneath the lamp.

Tag #38: J. King – Go to the Human Consultation Control room. Right past the blue door you’ll find a tag on the floor.

Tag #40: P. Timlett – Down the right Central Reactor walkway you’ll stumble across a ladder with a waiting shotgun and pistol. Behind the ladder, to the left, take the tag on the shelving units.

Tag #41: B. Ransome – Returning to the Central Reactor Transit Station, stop by the Facility Management room. On the desk to the left of the door is the last tag.

Mission 15

Tag #42: J. Jones – Entering the Ambulance Bay area, skirt past the beds and look in the dark back left corner to find a tag on the floor.

Mission 16

Tag #43: M. Radcliffe – Moving down the hallway with the sign for Comms Control, Relay Facility, and Coolant Maintenance. Down the hall, look left for a shutter. Cut it off the vent and crawl right, then left to enter a room. Go up the steps and follow the blood trail to a body on a bench. The tag is right next to it.

Tag #44: M. Perry – Return to the Lorenz Systech Spire and go right in the Lobby to a small lounge. In the back of the lounge there’s a Kitchen door. Crack it open with your latest hacking device. The tag is on the island.

Tag #45: K. Bennet – Next stop is Solomon’s Habitation Tower which can be accessed through the Engineering tram station. Just as you get off the train, turn left and go upstairs. At the top of the stairs hack open the first door on your left.

Tag #46: O. Smith – Enter the room with the lift just outside the Observatory Chamber down into the EVA room. To the left of the sealed suits, there’s an ID tag hanging from the wall. You should see it directly ahead after riding the elevator down.

Mission 17

Tag #47: E. Winters – At the second large room of the mission, use the shadows to stay hidden along the left edge of the room. If you follow the left boundaries, eventually they should lead to stairs going down. Go downstairs and turn left again. On a bench in the corner you’ll find a set of I.D. tags.

Tag #48: F. Sinclair – Inside the Lorenz Systech Spire, enter the Living Area to the right of a Save Station on your map. The tag is on the bed inside.

Mission 18

Tag #49: R. Padjdlhauser – In the burning shuttle repair bay with the windows on the left, you’ll need to go down some steps, then back up. To the right there are some tables covered in debris and fallen pipes. Look at the first one to just barely spot the tag.

Tag #50: S. Cooper – After escaping the alien cocoon, look on the bench to the left for one last tag and some flamethrower fuel.

Sneaking through Alien: Isolation, you’ll encounter tons of terminals filled with backstory-enlightening text — these are the archive logs, and finding 100 is enough to unlock the “Voices of Sevastopol” achievement. Whether you’re looking to expand the story or just want to earn every collectible trophy, we’ll list where to find these numerous computers in the guide below.

Get survival tips and mission breakdowns on GameFront’s Alien: Isolation walkthrough with sneaky strategies for escaping the extraterrestrial menace. Or browse the Alien: Isolation cheats list for even more location guides, collectibles, and secret info drops.

Archive Logs Collectibles Locations Guide

Work-In-Progress: Check back soon for new updates.

Mission 1

Log #1: Starting in the Hypersleep Chamber, walk down the hall and enter the first door on the left. Go down the hall to reach a common sleeping area. There’s a computer terminal directly right of the entrance. Check the computer to get the first archive log.

Log #2 / Log #3: Go to the break room with the circular table. It’s to the right after reaching the room with the space suit displays in the center of the ship. Inside, look in the alcove along the left and access the computer to get two more logs.

Mission 2

Log #4: Exiting the first vent usage through the circular duct to get around the fire, you’ll be able to find a terminal to your left, to the left of the opening straight ahead.

Log #5 / Log #6 / Log #7: The next three logs are located on a computer inside a spaceship docking bay with a control room overlooking up some stairs. You’ll get the objective to restore power to the shutter in this area. Be sure to check every folder and access the audio.

Log #8: Moving on, after accessing the power terminal, turn around and look for an open doorway illuminated with blue light. Go into the lounge and check the counters for an audio log. Activate it to unlock this log entry.

Log #9 / Log #10 / Log #11: In the same room as the audio recorder, there’s a terminal in the back left against the wall. There are three unique logs in folders here.

Log #12: Once you reach the Baggage Claim room, walk toward the large illuminated door in the back. Right next to the bright flood light, there’s a cart with your next audio log.

Log #13: Still in the Baggage Claim area, go up the stairs to the left of the large closed door (Marked “42″) and go through the door at the top. Skip through the wrecked office and go inside the monitor station filled with black screens. On one of the computer banks, you’ll find another audio log.

Log #14: This one is hard to miss. After crawling through a vent, you’ll drop into a maintenance room with a dead worker to your right. There’s an audio log waiting at his feet.

Log #15: From the audio log, turn left and exit through the door after collecting the large wrench from the body. In the hallway, there’s a door brace attached to the room on your right. Use the new wrench to remove the brace and check the recorder inside.

Log #16 / Log #17 / Log #18: The last three archives in the mission are located north of the Cargo Hangar. You’ll enter dark hallways in a smokey maintenance area with Axel. There’s a computer on a desk partially through the halls up here.

Mission 3

Log #19: The first archive log is found inside the large room where a huge satellite is suspended from the ceiling. Look on the octagon desk underneath it to find an audio log recorder.

Log #20: An audio log is found in the office directly above the Tech Support room on your map. It unlocks after reaching the objective in the Work Archive.

Log #21 / Log #22: After getting the Work Archive objective, leave the Facility Control and go down the halls to the Tech Workshop. Now that you have the hacking device, unlock the door and check the terminal in the back right.

Mission 4

Log #23 / Log #24 / Log # 25 / Log #26: A whopping four archive logs are located on one terminal after collecting the Motion Tracker. There’s a desk with a lit terminal in one corner that’s hard to miss.

Log #29 / Log #30: Sneaking through a vent, you’ll drop out and gain an objective to safely reach the elevator. Before you can, look to the left for an open room where you can get a computer terminal with two more logs.

Log #31 / Log #32 / Log #33: At the elevator itself, pass the save station and enter the stairwell marked with a “Communications” sign. Go up to the External Communications sign and look right. There’s a locked door here. Once you’re able to get it open in the story, return and get inside to access the terminal straight ahead.

Log #34: On your map, enter the room above the Internal Communications area, and snake around to reach a vent across from the locked maintenance closet. Exiting the vent you’ll spot the terminal with the log on a desk ahead.

Log #27 / Log #28: Backtracking to the start of the area at the end of the mission, enter the newly opened control room labeled “Service Exchange” on the signage. On one side of the room there’s a side-hallway with a ramp down to a desk. There’s a computer here with two more logs.

Mission 5

Log #38: Inside the medical facility, carefully sneak to the Welcome Area and go inside the Day Room. Inside there’s a square table with an audio recorder.

Log #35 / Log #36 / Log #37: Eventually Amanda will need to access a terminal to use the Utility functions in a doctor’s office. While on the computer, check the folders to get three extra logs.

Log #39 / Log #40: From the Private Rooms, move counter-clockwise to Room A-29. On the opposite wall, there’s an entrance to a lab with a terminal. Access it and check both logs.

Mission 6

Log #42 / Log #43: At the start of the mission, Amanda will need to access a critical terminal. Get both logs while accessing the Utility folder.

Log #44: Get to the Senior Medical Officer room after sneaking through the hallways. Use the terminal on his desk to gain one log.

Log #45 / Log #46 / Log #47 / Log #48: Go to the Security Desk room in the lower corner of the map. There’s a Save Point on the wall and a computer terminal on the desk itself. Access it for four more logs.

Log #51 / Log #52 / Log #53 / Log #54 / Log #55: Eventually Amanda will break into the area with the Emergency Room. Watch out for enemies and log into the terminal in the Emergency Room to find a total of five collectible logs together.

Log #49 / Log #50: From the Emergency Room, sneak into the Operating Theater. Look near the doors to find a computer on a small stand.

Log #130: Once the facility is set on fire, circle around the blaze and enter the Dental Surgery area. There’s a shelf the the log in the back.

Mission 7

Log #56 / Log #57: From the main section you start the mission, go up the ladder and look for a “U”-shaped hallway with an office off to the side. There’s a terminal with two more logs on a desk.

Log #58 / Log #59: Leave the office from the previous two collectibles and follow the hallway around to another office with a Save Point inside. There’s a terminal with two logs across from the save station.

Log #60 / Log #61: Continuing on the main mission, you’ll reach a hallway that becomes illuminated with white light. There’s a room on the left of the hall, before reaching a ladder, with two posters and a terminal.

Log #62 / Log #63 / Log #65: Taking the upgraded Tuner and using it on the main control terminal up the ladder, check the room to the right of the ladder. Hack the door open and check the terminal inside for these three log collectibles.

Log #64: Reaching the automated area where numbered slides are transported on over-heard rails, cross the walkway to a ladder and climb up. The Facility Administration room is to the right. There’s a long office with multiple desks ahead. To the right of the Save Station, check the terminal for the last log in this level.

Mission 8

Log #67 / Log #68: Once the large control room’s lights are back on, defeat any incoming enemies and check a small room down the steps that opens. This small maintenance room has a computer with two logs.

Log #69: Taking a ladder down through the vents on the main path you’ll exit into a room with a desk on your right. Under the lamp there’s an audio recorder.

Mission 10

Log #70 / Log #71: At the start, Amanda finds herself a flamethrower in a maintenance room. Exit the room and look left. There are three doors along the wall. Enter the center door and access the terminal for two collectible logs.

Log #103 / Log #104: After getting the flamethrower, turn around and cross the office room. Enter a room on the opposite side with spacesuits on display. There’s another terminal just ahead of the door.

Log #102: In the same room, look on the circular table for an audio log.

Log #73 / Log #74 / Log #75: Enter the Tech Support HQ and go upstairs to the office overlooking the hall. The terminal inside is mission critical, so don’t miss the extra three logs stored on it.

Log #79 / Log #80: Entering the Seegson & Tech Support doorway while progressing, take a turn left down the few steps. There’s a terminal near some metallic canisters.

Log #76: In the same room, look across near the railings for a stack of brown boxes on a pallet. There’s a recorded log right on the boxes.

Log #81 / Log #82: Still in the same room, go down the hall down the steps marked “Seegson Security” and inside the office there’s a visible terminal on a desk to your right.

Log #77 / Log #78: Continue to a tall stairwell and reach the top floor. As you enter the main floor, there should be stairs directly to your right. There’s another terminal at the top with two logs.

Log #83 / Log #84 / Log #85: Entering the Mainframe Systems entrance hallway, the lights should flicker back on near the front desk. There’s a computer on this desk carrying three logs you won’t want to miss. One is password locked, but you can find the code on the computer itself.

Log #87 / Log #88: Once Amanda gets her hands on the Plasma Torch, enter the room to the left. It’s very dark, but there’s a terminal against the back wall.

Log #86: From the previous collectible, go through the lit hallway on the right. There’s a computer on a desk next to a window straight ahead.

Log #91 / Log #94: Moving on, keep an eye out for a Save Station with a ladder going up nearby. Go up the ladder and down the hallway above. Enter the room on the right and look around to find a computer on a desk.

Log #89 / Log #90: After resetting the server breakers in the Gemini Exoplanet Solutions area, look for a locked door between the Reception area and Decontamination. Use the plasma torch to cut into the room and grab these two logs off the terminal on a desk ahead.

Log #93: Once you have the objective to enter the research labs, you’ll reach a long windowed hallway before the objective area. In the long hallway, there’s a Decontamination Room. Go down the hallway, turn left, and run across the room to a smaller office where you’ll find a terminal to the right of the open doorway.

Log #92: The final log in the mission is found in the hallway before reach the Research Labs. There’s a keycard locked door to the left, just before the lab doors. Circle around to the desk near the window to find the recording device and file.

Mission 11

Log #95: Early in the mission you’ll reach an abandoned bar with purple neon lights and a Save Station. Look on the wall opposite the save point for a low table holding a recording device.

Log #100 / Log #101: Go to the Bunk House Hotel and look in the room to the left of the Save Station. There’s an active terminal with two more logs stored inside.

Log #96 / Log #97 / Log #98 / Log #99: Later on in the story you’ll take stairs down into a dark maintenance area with blue doors. After reaching the dark lower level, you’ll need to enter a blue door on your right along a long concourse. Instead, go to the door to the left. Open it and you’ll find an active terminal with the last collectibles.

Mission 12

Log #105 / Log #106: Taking the train to the Seegson building where the man at the front desk has been killed (with a magazine down the throat!) check his computer to get the next two logs.

Log #107 / Log #108: Moving forward in the mission, you’ll eventually gain access to the Synthetic Reclamation room with androids laid out on series of beds along the walls. There’s a desk in one corner with a computer in the dark.

Log #109 / Log #110 / Log #111: Still in the Seegson Synthetics facility, you’ll reach the Showroom area through a vent. Check the desk inside for a computer with three logs.

Log #112 / Log #113: In the Sales Agreements area with the save point, there’s a computer on a large desk pushed up near the back wall. Read it to unlock these two logs.

Log #114: Getting the keycard and moving on, you’ll go upstairs and enter another long hallway with a Save Station on the right wall. Just before the save machine there are boxes. Look on them, it’s dark, but you’ll find a recording device. This is just outside the Implant Ward.

Mission 13

Log #115 / Log #116: Stepping off the tram in the Apollo Core station, enter the Apollo Transit Security room and use the terminal on the desk.

Log #150: Past the blueprint room, you’ll enter a hallway with a Save Station. Swing left, then take another left. Open the door and you’ll see the terminal straight ahead.

Log #118: From the Save Station mentioned in the previous log location, take a right instead of a left. Go through the blue door, left, and right you’ll enter a room with slanted windows built low. Look on the center strut for an audio log.

Log #119 / Log #120: Continuing on, you’ll eventually be able to access the Right Hemisphere Servers. Enter the first door on the right. In the left corner, use the computer to get two archive logs.

Log #122: Enter the glowing Left Hemisphere Server Room. Inside there’s a small office on the left with a terminal in the window.

Log #123: Still in the Left Hemisphere Server Room, go through the yellow door on the left leading into the Monitoring Control Plant. Turn left, then enter the orange door on your right. In this control room, look on the second blueprint table for an audio device.

Log #121 / Log #124: Near the end of the mission you’ll need to take two ladders down. After the second ladder, there’s a computer terminal on a cart directly ahead.

At this point, all archive log achievements & trophies should be unlocked.

Uncover the secrets of Sevastopol station with the Alien: Isolation cheats page. Expect to find collectible locations, Easter eggs, or anything else we can uncover. There might even be a few codes to find scattered throughout the Xenomorph infested space city. Check back later as we update the list below with the latest links to all of GameFront’s extra articles. Anything that expands your knowledge of Creative Assembly’s genuinely terrifying FPS.

Escape the terrifying Xenomorph in Alien: Isolation with help from the expert sneakers on GameFront’s walkthrough team. Here you’ll find optimal pathways and strategies for navigating the Sevastopol station.

As Ellen Ripley’s daughter Amanda you’ll have to hide, duck, crawl, and run from a killer alien out for your blood. The enormous beast kills in an instant, and there’s no way to defend against it. On top of that, hostile humans and killer Androids stalk the hallways — that’s where your collection of items and weapons come in handy.

Try to keep your head on straight and scroll below for solutions and screenshots to help make this horror slightly more survivable. Just check out GameFront’s positive Alien: Isolation review to see what we thought, or scour for resources on our Alien: Isolation cheats list to get every extra article listed and linked in one easy to browse place.